Apparatus, system and methods for playing a word game utilizing golf equipment

ABSTRACT

A golf putting system for increasing golf putting acumen includes a transportable golf putting mat manufactured from a carpet-like material and having a top side and a backing, such that the mat can be placed onto the top of existing surfaces to prevent slipping. The golf putting mat contains a layout on the top side made up of a plurality of targets, such as letters, numbers or playing cards, which are separated from the other targets such that a putted golf ball can rest inside any of the separations to distinguish a target. Also included are metal rings, configured to be located inside one or more of the separations to further distinguish the targets from the others. Additionally, a value indicator can be placed on the side of the golf putting matt to assist or revise the scoring of the game, which is played by putting a golf ball on the mat at one or more of the targets.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present non-provisional patent application disclosure is a continuation of U.S. Non-Provisional patent application Ser. No. 16/268,190, filed Feb. 5, 2019, which claims priority to Provisional Patent Application No. 62/626,534, filed Feb. 5, 2018, by the same inventors, and titled APPARATUS, SYSTEM AND METHODS FOR PLAYING A WORD GAME UTILIZING GOLF EQUIPMENT, for which the previous disclosures are incorporated by reference in their entirety herein.

BACKGROUND OF THE INVENTION

Two questions persist in the contemporary game of golf of late: Why is the game of golf stagnating/on the decline? and, How does a player translate lesson or practice form to the course most effectively? Both questions find roots in access to play and practice by way of effective time, methods, means, and guidance. The two questions also express a potential cause-effect relationship, as the challenge to elevate one's ability at a leisure sport tends to push the overly frustrated learner to declare “sour grapes,” giving up on an activity that could otherwise have provided great joy and reward—had the player come to the activity down a more welcoming path.

Effective transference of learning is rooted in experience and facilitated by a state of play. Learning golf is challenged because the longstanding paradigm of driving range and course enhances the departure from creating practice that better simulates play (without the time, space, and pace of an actual course). A truly effective teaching device must address the potential frustrations learners will face, not to alleviate or exaggerate them but to afford the learner as many means to success while still dealing candidly with personal assessments. The invention fosters in golf practitioners a fuller consideration and exercises a more considered commitment to the choices involved in making a golf stroke, and it does so in a manner that permits players to draw on/exercise other valuable skills beyond the immediate application it has to golf.

SUMMARY OF THE INVENTION

The present invention relates to a game system comprised of game-play formats combining the challenges of word-forming, card playing, and putting, played on an expertly designed, gridded field of letters of the English alphabet or simulated playing cards.

Playing the game's various formats creates challenges and training/assessment opportunities for human skill-sets common to golf and non-golf contexts, alike, namely: physical (balance, motor, kinesthetic awareness), cognitive (system comprehension, problem solving), and social-emotional (team dynamics, conflict-resolution)as well as language and resourcing acumen—in a play-based learning environment.

The chief embodiment includes an expertly designed letter, number or playing card layout on a metered grid, presented onto a durable and portable surface, such as a roll of turf or a carpet-like material, with a backing to adapt venues for game play. Accessories to play include golf balls, marker chips (called “Mulligans”); metal rings that are placed on the field in several games; and a series of game-play formats with rule variations intended to sharpen the assessment and clarifying skills that reinforce effective ball striking and increased confidence.

Additional embodiments disclose, inter alia, converting a bowling lane into a lane to play golf putting games on a field depicting targets, such as those for GOLFWORDS™ and PUTT FOR DOUGH™ scoring games, as referred to throughout the present application in relation to GOLFWORDS™ and PUTT FOR DOUGH™. The disclosure and setup may be promptly installed and removed to make the lane usable for bowling again quickly and without harming the lane or approach. Alternative embodiments to the disclosure will convert other primary-use areas and utilize original and environmental technology, defined as “any computer technology used for function or aesthetic already established in any space where the disclosure may be deployed.”

Other embodiments of this invention involve different symbol sets and accompanying rule variations; different media and means to depict the game on a playing surface; and design dimensions intended to adapt/address specific, non-golf venues to play the games.

The invention intends to create a more effective, constructive, and beneficial use of golf practice time by combining several dynamics, all of which happen to be germane both to the game of golf and, candidly, to everyday life. The invention means to serve as a play-based learning system, intended not only to train golfers in the act of putting but also to train their focus by introducing secondary and supplemental challenges. These challenges, such as the board layout, the rules variations, including ring use, score-weighting, and head-to-head competition target and train those elements of individual acumen that help and hinder their efficacy, building on strengths to address and strengthen weaknesses.

For instance, someone using the invention to improve his or her putting needs to work on technique, assessment and problem solving, and making and committing to choices that either build confidence or manage doubt. This requires both a complex problem with multiple solutions and factors that best surrogate the conditions of “actual play.”

The invention permits a working parent, for instance, to practice effectively and productively while still being able to create meaningful and useful connections in his or her life. The layout of the playing surface is designed to encourage assessment to identify advantages, as well as variations in play to challenge one's adaptability to factors in play. Now a dad and kids are learning words together while his putting practice includes spending engaged time with them as everyone learns. This also deflects efforts from falling into conventional “habit traps” which significantly influences the internalization of practice in all instances.

The multi-skill nature of the challenges presented in the invention also lends the game to encourage team play development by way of designing play that encourages how players identify the ways people contribute to group success and, in the case of individuals wishing to include others, how players identify ways for others to contribute to group success.

Combining fundamentals of golf swing mechanics with game play centered around word-based challenges and their respective components results in activity with the capacity to synthesize the challenge/development of kinesthetic, cognitive, and social-emotional arenas concurrently in participants. In team-play contexts, this permits players to share respective strengths and accomplish more while growing stronger as individuals over time, supporting and having fun in common efforts.

Additionally, bowling alleys address people who like to bowl. That's it. Over time, however, bowling has started to suffer. While there are plenty of stereotypes and irrational fictions surrounding giving bowling a try, it still means that there are a ton of bowling alleys for a sport that has seen declines in participation. Plus, they were already making space under their roofs for other kinds of draws and games: concessions and liquor service, video games, pool tables, Foosball, that shuffleboard thing with the sand, darts, even ping pong, but all these games need other floor space. Plus, there is also the overhead technology for scoring, effect lighting, recording, and making (or trying to make) bowling more fun for more people, all of this is already in place, if there were another game to utilize all of it without committing lanes to non-bowling use.

Bowling alley “innovators” have converted areas of consecutive bowling lanes into miniature golf courses to offer an alternative activity (good) on underused space (also good); impractical to uninstall, move, and/or store to return to serviceable alleys. Plus . . . it's mini golf—it's fun once, but after the novelty wears off, most people are done with the same setup.

BRIEF DESCRIPTION OF THE DRAWINGS

The preferred embodiments of the disclosure will be described in conjunction with the appended drawings provided to illustrate and not to the limit the disclosure, where like designations denote like elements, and in which:

FIG. 1 shows the invention used to convert the environment of a bowling alley into a presentation of the invention for play.

FIG. 2 shows a layout and material combination, in this case a synthetic turf with the game layout applied with a spray application, and balls to use in play, each numbered (two and three) in the series of that color-suit of balls.

FIG. 3 shows a version in play of the game version “Gonzo,” using different colored golf balls, Mulligan markers, and extra rings for use in subsequent rounds and games. Also evident are numbers along the border of the game-playing surface, indicating point-weighting of the rows 46 of letters.

FIG. 4 shows the use of rings and adjusting the game to influence the movement of the ball. The material has been lifted to let a ball feed back onto the field. The rings and balls are in play during a round of “Six-Ball Scramble” with rings in play. The letter spaces with rings are also wild. This turn resulted in the player declaring the word, “HELLO,” for 51 points according to number of letters and point-weights on the game.

FIG. 5 shows an embodiment, known as “GOLFWORDS™ Poker,” whereby symbols for playing cards and rules adapted from popular card games are employed.

FIG. 6 shows the GOLFWORDS™ Poker game used in play on a wooden deck.

FIGS. 7 and 8 show two different examples to adjust the point-weighting of the playing surface. FIG. 8 reduces the number of available, higher point spaces on the board, while FIG. 7 distributes the point grades more evenly up the rows 46.

FIG. 9 shows a layout and design specifications for a manufacturer to produce an embodiment to use in smaller spaces, specifically designed to be able to deploy in a hallway (for example, Chicago city code minimum 39″ wide). The vertical margins of the game are asymmetrical, to permit the positioning of point-weight numbers on the physical game, but not the playing surface.

FIG. 10 shows the layout and design specifications for a manufacturer to produce an embodiment with a larger playing surface. The vertical margins of the game are asymmetrical to permit the positioning of point-weight numbers on the physical game, but not the playing surface.

FIG. 11 shows a cross-section perspective of a design for a reversible backstop device for the distal border of the game (see also FIG. 12). This backstop device has two bumpers that present to the game, one with the apex of the bumper meeting the golf ball at its equator to encourage rebound of a ball back into play on the surface, the other with a bumper apex higher than the equator of a golf ball to dampen the rebound and collect a ball it contacts. The bolder lines represent the device (spliced in the middle to regard a scale-issue in the illustration), and turf is depicted in two perspectives to demonstrate what either side should look like when positioned over the distal edge of the mat.

FIG. 12 shows a concept of a backstop with footpads that find purchase in the game surface and would rebound a ball back into the playing surface.

FIG. 13 shows a larger game presentation designed to allow simultaneous-play competition formats, such as the game “Log Roll.”

FIG. 14 shows three different test prints of the preferred embodiment during inspection and testing.

FIG. 15 presents a prototype of the preferred embodiment deployed to make a sand-beach playable.

FIG. 16 shows a preferred embodiment presented as a woven pattern in a weatherproof rug with a synthetic backing, and a presentation of numbers to weight the values of the letters on the board.

FIG. 17 shows a beta concept rendering for the PUTT FOR DOUGH™ playing field with fixed-weighting numbers.

DETAILED DESCRIPTION OF THE DISCLOSURE

The present invention relates to a game system comprised of game-play formats which combine the challenges of word-games, card games and putting, played on an expertly designed, gridded field 10 of letters 12 (FIGS. 9 & 10) of the English alphabet or playing cards 14 (FIGS. 5 and 6).

The preferred embodiment includes an expertly designed letter layout (FIG. 9; FIG. 10) on a metered grid 10, presented onto a durable and portable surface 16, such as a roll of turf or a carpet-like material, with a backing 18 to adapt venues for game play; golf balls 20, marker chips 22, called “Mulligans” (FIG. 3, foreground); metal rings 24 that are placed on the field 10 in several game variations (FIGS. 3 & 4); and a series of game-play formats intended to sharpen golf acumen while using challenges to develop language skills as surrogate processes to those involved in a conventional golf shot. It should be note that the clear, recreational potential of this game is a key component in play-based learning; the entertainment elements establish a context of greater receptivity, helping to offset experiences of frustration and sustain engagement to reap developmental benefits while “having fun playing games.”

Other embodiments of this invention involve different symbol sets and accompanying rule variations such as playing card symbols 14 (FIGS. 5, 6); different media and means to depict the game on a playing surface 16; and design dimensions intended to adapt/address specific, non-golf venues to play the games. Specifically, one embodiment is designed specifically to use over portions of a regulation bowling lane 26 and its context (depicted in FIG. 1).

Conspicuous characteristics of the applied surface will and may include a distribution of characters, indicators or symbols (“target symbols”) 12, such as letters, numerals, or other symbol sequences. The symbols may or may not have a perceived order to them, and these target symbols 12 may be enclosed and grouped by larger target indicators 28 and/or individually enclosed by a target field 30; markings 32 that may depict the boundaries and zones 34 of the game, as well as enclose and demarcate different groups of target symbols 12. These shapes may be geometrical, asymmetrical, and/or incremental in relation to each other; be demonstrable in a fixed matter on an existing, single-piece 36 or modular, multi-piece 38 surface to be reassembled; applied to a single-piece 36 of turf or artificial surface using a stencil and transfer-material; or applied to a turf or artificial surface 36 using projection of light, such as a stage light or computer-controlled projector that would depict and possibly administer the play of the game.

The targets 12 may also be presented either in the context of a natural or otherwise established playing boundary, which may or may not be part of the desired playing boundary.

The gaming system's various formats of play create challenges and training/assessment opportunities for human skill-sets common to golf and non-golf contexts, alike, namely: physical (balance, motor, kinesthetic awareness), cognitive (system comprehension, problem solving), and social-emotional (team dynamics, conflict-resolution)—as well as language and resourcing acumen—in a play-based learning environment. Disguising these potential developmental benefits in a game makes the practice of putting for golf more practical, beneficial, and accessible to a varied audience of enthusiasts.

The chief physical component to present playing area of the invention consists of a letter layout 10, designed in the spirit of the architecture of a golf hole, i.e., to include details to encourage using one's perception to gain advantage/relief and influence tactic, as well as provide a visual metric for distance and scoring reference purposes. Targets 12 are arranged on the preferred embodiment, e.g., identical letters placed adjacent to each other, to replicate the challenges and considerations a golfer must make while offering details to evoke rationale to attempt longer, risk-reward type shots and pursue a more aggressive style of play.

The chief physical accessories that accompany the playing surface 10 are: putters 40 and golf balls 20 (a set for each side playing a turn, each set numbered in sequence from 1 to 8 or more); a number of metal rings 24, measuring up to 10 inches (10″) in diameter and having a gauge/thickness of less than one-eighth of an inch (⅛″) in diameter, used to indicate award targets on the playing surface in game play; several “Mulligan chips,” or indicator markers 22 to count favors in game play; and a series of markers 44, numbered 1-10, to indicate and adjust score weights of given rows 46 and targets 12 for play.

In Play-Based Learning, the learning appears to happens as a passive consequence of mere engagement, but it is the intent-of-design of the game and its key components to combat frustration by offering multiple solutions, as well as to offer as many means to compensate legitimately for one's perceived disadvantages, permitting adaptation practices while the individual continues to work to strengthen and condition any and all attributes—in this case, motor-kinesthetic, cognitive/language and problem-solving, and social-emotional dynamics, chiefly.

The game and scoring variations are designed to pair with the strategic layout-elements of the playing surface to challenge players' skills of managing the rules, weighing risk-reward choices—the same dynamics of consideration and commitment in every stroke in conventional play. While supplanting the environmental variables of conventional play with rule variations to further train awareness and adaptability preparedness for those variables, all of the “golf” work is focused around internalizing such processes while putting from within statistically critical distances from the pin, namely short distances where mistakes become more costly in terms of both strokes and confidence.

Most significant to the formats is the nature of scoring through word-building games. As the layout of the playing surface influences perceptive players to send balls 20 to areas on the surface that insure a beneficial result, the variations on how players are to create words (as well as what assistances they may use) are designed to drive multiple, Play-Based Learning goals in mind: to foster language and vocabulary development; to promote inquiry and pursue resource assistance; and to cultivate acumen prior to action to foster effective development.

Ball 20 Leaving the Game Surface: Some games permit collision with other balls 20 in play on the game surface. In the interest of consistency with the nature of conventional putting and especially safety, should any ball 20 be sent off the game's physical limits, the player deemed to have caused the ball 20 to leave forfeits any benefit of that turn and must remove that ball 20 from play if it should remain in play. All other position play MUST be restored its condition or as close as such prior to the foul.

Rings: Rings 24 are physical targets placed on the playing surface 10. Landing in a ring 24 may award either an extra ball 20, a Mulligan 22, or a free-letter. Their use is clarified with the explanation of each game.

Mulligans: Mulligans are markers 22 used to represent advantage opportunities: “take-back” opportunities, or replays, or to count extra turns. Mulligans 22 only permit one change or “undoing” per use, although more than one may be used in the same turn. Their use is clarified with the explanation of each game.

Daisy Line: Daisy Line is an added boundary 48 on the game, indicated by a marker or markers 44 (typically off the playing surface) to change the value of a row 46 or section of letters 12 on the surface. Daisy Lines 48 must be clearly acknowledged by all players before play begins.

Rollout Rule: If any part of a putted ball 20 rolls directly over an intended target letter 12 and then travels less than 18″ additional before coming to a rest, it may be deemed to have earned the intended letter 12. The ball 20 is then replaced on the center of that letter's square 12. Rollout Rule REQUIRES declaring the target 12 before any relevant stroke is taken. The ball 20 MUST travel over the intended target letter/symbol 12 to be deemed as earned.

Game-Play Variations

Game: “Six-Egg Scramble”

Main Play: Each player takes a turn putting six balls 20 into the field 10 and then tries to spell out the highest-scoring word from the letters 12 where the balls 20 have stopped. A 10-point bonus for using all six letters 12 brings the maximum score in a turn to 76 points.

Variation: Opponents “steal” points by readily identifying higher scoring words from their opponents' efforts, adding the difference to their own totals for the round.

Variation: “Egg Timer” includes a time limiting component, where all play must be completed and a word declared in a given amount of time.

Variation: Players try to find as many words as possible in allotted time. Points may be awarded according to the number of words, weighting of the board, and/or letter-length of words. Steals occur when opponents find words the putting team does not find by the end of their turn, and may be made by all opposing teams in the round (not just the first, as in the main version).

Variation: reduce the time limit with subsequent rounds—e.g., first-round turns last four minutes, second-round are 3½ minutes, third-round are three minutes, etc. Scoring may be by point totals, target scores, or rounds won.

Game: Six-Ball Run

Main Play: Players/teams each roll up to six numbered balls 20 in sequence during their turns, putting up to six balls 20 to spell a word in order. A player's turn stays alive as long as a word could still be spelled out with successful subsequent efforts. Rings 24 to earn wild spaces and Mulligans 22 frequently work into the play of this game.

This version is meant to play in rounds to 100 points but can be played to number of rounds, target score, and match play by turns.

Game: Head-to-Head Scramble

Main Play: With rings 24 in play on the game surface 10, sides take alternating turns putting six balls 20 at least out to the same field to collect letters 12 to spell and score. Striking another side's ball 20 to disrupt spelling is an additional element in play in Head-to-Head. Putted balls 20 that come to rest in rings 24 earn an extra ball/turn to putt after regulation balls 20 are played, offering potential advantage.

After all turns are completed, sides determine their best point-score from their letters 12 and apply those points toward the given method of scoring (rounds, aggregate, match, etc.).

Game: The Gonzo

Main Play: This game challenges players with outlandish word-building, repeat consistency, and rising stakes with each shot. Sides start each turn with three Mulligans 22 and play with, typically, one ring per 25 letters 12 on the field. placed before any play begins. Ring-putts earn Mulligans 22, while the entire square in which the ring sits is a “wild” space.

The object is, simply, to be able to spell the longest word in sequence from a series of putts landing either on letters 12 or “wild” spaces, as well as putt balls 20 into the rings 24 to earn Mulligans 22 to extend their turns.

Game: The Original.

Game Play: Longer words equate to higher scores. This game does not require score-weighting. Players take turns putting to spell words, two letters 12 or longer, to claim points and reach a target score first. A turn continues until a putted ball 20 stops on a letter or disrupts other balls 20 in play, forcing a misspelling. Order of play after initial turns should be based on honor—the highest current score or turn-winner going first in the following turn.

-   -   SCORING:     -   Two letters=1 point     -   Three letters=3 points     -   Four letters=7 points     -   Five letters=12 points

Point scoring for greater word lengths can be determined by adding subsequent letter lengths to the prior score: six letters 12 would score 12 points plus six, for 18; seven letters 12 would score 18 plus 7, for 25 points. This not only entices the risk-reward sense of the player, but it also means that in a seven-round game of The Original, played to 21 points, could be won by a player in the last round of the game despite being virtually scoreless throughout the game. This means that no side is out of contention until that side's final turn has completed without success, thus enhancing potential player engagement despite score disparities.

The Original was first played as a seven-round match to 21 points, because a player could score the minimum, three-letter word each round and still make a playoff against other qualifiers. Also, the first player to putt a seven-letter word at any point in the game could take the game outright—a tactic to counter conservative play.

Variation: The side going first putts but may lock in shorter words to secure points and continues until missing. However many balls 20 count toward the first side's score is the number of balls 20 each subsequent side has to build its score for that turn, but if a subsequent side is able to continue spelling past the threshold and still score, they get to take the advantage.

Game: Better Than You

Game Play: Sides take turns selecting words and going first. Each side then takes a turn putting to all letters 12 of that word for the maximum point scores on a point-weighted playing surface. Missed attempts count as penalties against scores.

Variation: Balls 20 played by each side in the round remain on the surface until the round is complete.

Game: Ring Words

Game play: A word is selected, and then one side places a ring on the board on letters 12 in that word. Each side must putt successfully to those letters 12 in as few strokes as possible. A side places one ring on the board on/for each letter in the word. Each side then gets a turn to putt and capture the letters 12 in the word in as few strokes as possible. A ball 20 that comes to rest in a letter-ring deducts a stroke from total score.

Variation: place rings 24 on all letter-spaces for just one letter in the word.

Variation: Select a word. Have one side plan the ring placement and write it down. Have another side rearrange the point-weighting and write it down. Share results and set up the board accordingly to play.

Game: Cricket

Game play: Up to five rings 24 are placed so that one ring appears in every two-foot interval (three rows 46) maximum on the playing surface. Players take turns putting three balls 20 at a time into the field and use the letters 12 to form words and score as play continues. Ring spaces are wild and, like the darts-version of the game, once a given number of balls 20 have landed inside, that section of the game surface is “closed out” to scoring for the remaining rounds of the game.

Game: Alphabet.

Game play: Players putt to letters 12 to score points while also trying to use every letter in the alphabet first. 50 points are awarded to the side that uses the alphabet in the fewest visits, plus points for words scored.

Variation: A much longer version, players use the “Scramble” format of play to putt to letters 12 and form words that begin with each letter in the alphabet.

Game: Words/Par (vocabulary and word-learning game)

Game play: Using a series of words, such as a vocabulary list for an academic assignment, players putt out words like holes on a course. Scoring is by total strokes over par in series of words (stroke play) or playing to win each word (match-play).

In learning and training situations, Mulligans 22 can be won by players for demonstrating knowledge and comprehension information about the words. In putting-focused training, the field-weighting can be changed to shift a player's distance-priority targets.

Variation: StableWord (pun on Stableford) applies the point-weighting of the field and rewards players for distance-control; the point-scoring opportunities require that players consider their strategies to maximize efforts as letters 12 and point-weights provide higher scoring opportunities as they occur.

Game: Laurel and Hardy

Game play: Assign Daisy Lines 48 to divide the board into three sections. Players have to spell a given word without putting into the same section consecutively.

Game: Log Roll Best to play on a minimum seven-column game

Game play: Sides take turn calling out a category—e.g., “a type of bird”—and each side then must try to putt to letters 12 that will spell a type of bird first. The “Log Roll” idea comes in as players also may opt to disrupt opposing play by hitting balls 20 to dislodge and disrupt their positions.

Game: Pick a Card

Also need: a deck of cards

Game play: One side draws a card and putts a number of balls 20 equivalent to the face value of the drawn card, which the side will then use to spell words and score points.

Variation: Identify and spell a word with a letter length that corresponds to the face value of the drawn card.

Game: Test Match

Game play: Teams of players send each member in alternation to putt out up to eight balls 20 to spell words. When a player uses letters 12 to spell a word, those balls 20 are removed from the board and returned to play. The player continues to putt to letters 12, build words, and re-putt until choosing to stop or fouling out (failing to spell with all balls 20 played, board foul). Play either alternates between sides, or one side plays all its players and then the opposing sides are given an equivalent turn to best the established scores.

Game: Land Grab

Also need: markers, like poker chips or distinctly patterned card decks or cardstock (50 cards per side).

Game play: A side sends a ball 20 onto the playing surface, then a second. As soon as the second ball 20 comes to rest on its letter 12, the first side to call out a word with those two letters 12 “grabs” the word, placing markers on letters 12 to spell out the called word on the weighted game.

Letters 12 that have been played may not be replayed or reused. Play carries on until no one/team in the round can find a play, a team loses all of its balls 20 out of play, or a score is not posted by any side in consecutive rounds.

Variation: Players may replay letters 12 they have captured for points, but they must surrender the letter 12, leaving it available to be played by another side.

Game: Fishin' Hole

Game play: Designed for a language class activity, a player from a team putts two or three balls 20 to select letters 12. The team brainstorms words with all three letters 12 in them and score points for the words they come up with and then putt those words for points or for a par score.

Game: Ladder Games

Game play: Players spell words by putting progressively longer or shorter putts.

Variation: Players try to spell the word for a given round in as few visits as possible. A turn is done when a player completes the task or commits a foul with no Mulligan 22 to play.

Variation: Sides alternate shots as each tries to progress up or down the field according to pattern. Players may either use their shots to advance their own progress or to thwart competitor progress strategies, accelerate.

Variation: Distance fouls are penalized by removing playable rows 46 to close the remaining, playable field to complete the challenge.

Variation: the Stall. Each team picks one or more rows 46 as “snag” rows—if an opponent's ball 20 should come to rest on a snag row 46, then they must successfully putt again to that same row 46 before they may continue up the board.

Points can also be awarded for: shortest or longest total travel between putts; fewest total strokes/penalties to complete; shortest time plus penalties. These games are quick, head to head style games that can be played as a series. It's good to have a timer for this game, too.

Game: UPWords

Game play: Players bid on how long a word they/their teammates can spell with Mulligans 22 and Wilds to assist. Once one team issues the dare, the opponent then must putt that length of word successfully. Opposition attempts to do better to steal the round.

GOLFWORDS™ Casino″ games adapt the design of a GOLFWORDS™ game with playing card symbols and adapt popular card games with the same spirit of play-based learning for a different audience than those who enjoy word games. The playing field is adorned with all 52 cards 14 of a standard playing deck, the depicted embodiment of this game having each card appear twice on the playing field (FIG. 5). While this distinguishes GOLFWORDS™ Poker from its progenitor, GOLFWORDS™, it accommodates the same categories of challenges to promote a play-based and cross-disciplinary development platform.

GOLFWORDS™ Poker also utilizes Mulligans 22, as well as poker chips or markers to designate values for wagers, as well as a proper deck or decks of playing cards for games played against the house.

The following games are designed for play on the PUTT FOR DOUGH™ “Casino” Lane layout. In all the Putt for Dough Lane games, any ball 20 that is putted off the field and into a gutter results in a player going “bust” for that turn, ending the turn and forcing a loss of any wagers in play at the time.

Wild cards in PUTT FOR DOUGH™: Players may use rings 24 to designate card-spaces as “wild” or do so by declaration, making all such cards on the field wild.

Game: High Hand

Game play: Players putt a given number of balls 20 to the card-symbols and try to create the highest hand OR the highest point value (or both) in that round, also called a “hand.” Players play against each other in either or both of these categories, and may place further “wagers” on their play against opponents.

Game: 21, or Putt Jack

Game Play: These variations on the game of blackjack involve playing against a “house hand,” determined by a dealer who either draws cards or putts to earn the house hand. The game begins with each side placing their bets on their efforts and then putting two balls 20 onto the field, resulting in two cards “in hand.” The “dealer” for the round then putts one ball 20 out to the field to identify the house's show card. Players may then raise their wagers before the dealer draws another card to determine the “18 line.”

Once the 18 line is determined, players take extra putts as needed to improve their hands without going over 21 (bust). The dealer then putts to best the counts of the players in the hand, and adjusts the bank and players' chips according to outcomes.

Variation: the Dealer's role may rely more, or entirely, on drawing cards.

Variation: players may either begin by drawing a card and then putting to improve their hands or by putting first, then drawing a card, and then putting again to build their hands . . . but when they putt after drawing a card, they also have to respect the 18 line.

The 18 line is the number—one to ten, determined by the face value of the card the dealer draws—of rows 46 from the baseline before a card is in play when the dealer is putting to improve a house-count of 18 or higher.

Game: Texas Hold 'em

Players ante and each putt two balls 20 to determine their hold cards. Players then await the flop, wager or fold, and follow suit (another pun! I'm not even trying!!) betting on the Turn and the River.

Variation: Each player antes and is dealt two cards for hold cards. Flop, River, and Turn are putted (five balls 20 total) either by a “dealer,” by one or more players, or some combination thereof. Players make wagers accordingly until showdown.

Variation: Players play a hand of Hold 'em to determine a winner. All players then try to putt to the winning hand on the weighted field in order to best the winner of the poker hand and steal or share the pot.

An alternative embodiment of the disclosure is designed to present a roll-out of artificial turf of a size and shape to present a surface to play GOLFWORDS™ and PUTT FOR DOUGH™ games on a bowling lane 26, with an attached or separate underlayment to provide traction and protection. The preferred embodiment of the disclosure includes a rectangular section of artificial turf measuring 42 inches (three feet, six inches) by 240 inches (20 feet), as well as an underlayment of the same dimensions to provide both friction for adhesion and a measure of protection for the bowling lane 26 surface. The preferred embodiment includes a kit end-barrier that converts from a cylindrical container that the game mat wraps around and includes two gutter-stops to prevent golf balls 20 from traveling into the pin setting and ball-retrieving mechanics.

The applied surface presents the necessary symbols to play either GOLFWORDS™ or PUTT FOR DOUGH™, which may show up by:

The game is set up by preparing the lane 26 and approach area with a dust mop, then laying down the “tacky” layer, followed by rolling out the game surface into the lane 26, then separating the accessories to assemble and place the barrier down the lane 26 at the end of the game.

Since the game includes weighting areas of the board to be worth more at times than others, the preferred embodiment will also require placing markers 44 to indicate the weighting of areas of the game surface. Technology may permit managing the weighting of the areas without having to use physical markers, but for now, it's how we roll. Please see the Illustrations for a depiction of a physical weighting marker 44. Values on the markers 44 are typically 1-10, per our other patent, but with this one we could change those numbers or even make them dollar values, which is more consistent with the card-suit themes of the other, PUTT FOR DOUGH™ games, which we're about to get into (as well as the other GOLFWORDS™ games we've come up with).

Here are the games to play on GOLFWORDS™ and PUTT FOR DOUGH™.

Word-Format Standard Games

Note: Any time both weighting adjustments and rings 24 are used, it is important that when competitors are responsible to place the point-weight markers 44 and/or the rings 24, the player or team who leads (begins the round) gets to place the rings 24 on the field, while the player or team in last place then controls positioning the weight markers 44, in that order.

Game 1: “Six-Egg Scramble” (TIMED event)

Also helpful to have: two timers that can be synchronized, with audible signals.

Main Way to Play: Place the weighting indicators alongside the mat as desired/directed. Each player has the same amount of time in a round to putt six balls 20 into the field and then try to spell out the highest-scoring word from the letters 12 where the balls 20 have stopped. 10 bonus points earned for using all six letters 12, meaning the maximum score in a round is 76 points. The first opponent to call a correct word with a higher point value “steals” the point difference to add to their game totals. See FIGS. 1 through 7 for exemplary disclosure, including weighted scoring and steals, among others.

“A” Variation: same play as above, but with a “Boggle” kinda twist! Players try to find as many words as possible in the time allotted. Points may be awarded according to the number of words, weighting of the board, and/or letter-length of words. Steals occur when opponents find words the putting team does not find by the end of their turn, and may be made by all opposing teams in the round (not just the first, as in the main version).

“B” Variation: reduce the time limit with subsequent terms (Rd. 1 is four minutes, Rd. two is 3½ minutes, Rd. Three is three minutes, etc. Victor is determined by the highest point score after neither side can score in a round or the interval reduces the time period to zero.

Typically this six-ball game is played to 100 points on the weighted field so that it can be won in as few as two rounds; scoring options inside “A” variation may warrant selecting lower scores or agreeing to highest score after a set number of rounds played. Rings 24 may be applied in this variation for wilds and/or Mulligans (“Mullies”) 22, as they often add greater challenge than help to players.

Game 2: Six Ball Spell-out

Only correctly spelled words score in this game! Players/teams each take a turn in each round, putting up to six balls 20 in numbered sequence (1 through 6), trying to spell a word letters-in-order. A player's visit in a turn stays alive along as a six-letter word can still be made with the letters 12 as they are selected on the field. Example: if a player putts to E-N-D, that player may then say, “I'll take that,” and the word END is scored according to the board. If that player instead were to try to spell ENDS, but misses the “E” or deflects a standing letter 12 and makes nonsense of what the player had, then the turn is over.* If, however, the ball 20 misses its mark and lands instead on an “I,” the player may continue to try to complete the turn spelling ENDING. If a player had C-A-M-P, however, and landed on the “I” instead of the “E,” the player's visit would end, since CAMPING is a seven-letter word.

This version is played on the weighted board, also typically to 100.

Mullies 22 and wild rings 24, again, each offer their own special perks and pitfalls. We recommend sparing use of each in this particular game. It must be noted that a Mullie 22 only undoes one problem at a time when used. If a Mullie 22 is played to repair a turn where both the last ball 20 fails to reach a successful spot AND dislodges another ball 20 or balls 20 already in play, using a Mullie 22 will only remove the erroneous putt. Otherwise it costs ONE Mullie 22 to repair EACH displaced ball 20. Ouch.

Game 3: Open Spell-out with Wild Mullies

This is the grand-dame of the game, and essentially a weighted-field sibling to Game 4, “The Original.” Players start each turn with three Mullies 22 and play to a weighted board with, typically, one ring per 25 letters 12 on the field is a good starting point, placed according to whoever has honors (as the weighting, if adjusted, is to the preference of the most-trailing player or side).

The object is, again, to score the most points by spelling long words and by also getting putted balls 20 to stop in the rings 24, since not only do rings 24 make their spaces into “WILD” spaces, but also a ball 20 that comes to rest in a ring after it is struck earns the player another Mullie 24, as well.

Game 4: “THE ORIGINAL”

The purest. Simply, longer words earn higher scores. Playing on an unweighted board to a total of 21 points or more, players take turns putting to spell words three letters 12 or longer to claim points and reach a target score first.

A turn continues until a putted ball 20 stops on a letter 12 or deflects other balls 20 in play, forcing a misspelling.

Order of play in subsequent rounds in competitive play must follow “honors,” i.e., highest to lowest point scores in the prior round and adjusting to reflect honors with each new round.

-   -   SCORING:     -   Three letters=3 points     -   Four letters=7 points     -   Five letters=12 points     -   Six letters=18 points     -   Seven letters=25 points     -   Eight letters=33 points     -   Nine letters=42 points

Point scoring for word lengths greater than nine letters 12 can be determined by adding letter lengths to the prior score:

Ten letters=10+42 (nine-letter score)=52 points

11 letters+52 (previous point score)=63 points

The Original was first played as a seven-round match to 21 points, because a player could score the minimum, three-letter word each round and still make a playoff against other qualifiers. Also, the first player to putt a seven-letter word at any point in the game could take the game outright—a tactic to counter conservative play.

“A” Variation: Word-lock. A player may opt to “lock in” smaller words, trading higher point scores to maintain their turn: two three-letter words and one four-letter word total 10 letters plays for 13 points, while a four- and a six-letter word totals 25 points. A 10-letter word counts as 52 points, rewarding both the risk and knowing a 10-letter word.

Game: Better Than You

This is a challenge game, where a player selects a word and each player tries to find a way to spell the word for points. The challenge to this format of play is that the same word can be spelled using letters 12 that are near or far for different point-bonus values. This means a three-letter word could be worth anything from six points to 33 points. Play carries on until the number of rounds are played/point total is reached.

Game: Ring Variations

A word is selected and indicated on the field using metal rings 24. The objective—to capture each letter 12 in as few strokes as possible—offers a significant side bet for a reasonable risk: if you can get your ball 20 to come to rest in the ring 24, you deduct strokes from your score. Beware, though . . . the ring can just as easily deflect you away from your target!

Game: Word Cricket

This weighted-field variation is very good for juniors and providing intensive time with individual words. Rings 24 are placed on letters 12 that spell a selected word across the field of play 10. The rows 46 are then weight-marked, and players take turns putting to the letters 12 on the field 10 that also help to spell the word, scoring points according to weight; a turn continues until the player misses a valid target 12 letter. Play carries on until there are one, two, or three balls 20 in each of the rings 24 (for stronger putters). Like “Cricket” in darts, once a ring 24 has been “filled,” players can no longer score on that letter 12 in the field. “Adult” variations can use this with acronyms and brand names, in the relevant settings.

“A” Variation: Alphabet Games. These games structure around learning the letters 12 of the alphabet. Players putt on the weighted field to words to score the most points while also trying to use every letter 12 in the alphabet at least once first. Once that happens, the scores are totaled up: points for weighted letters 12, as well as 50 points for first to close out the alphabet.

“B” Variation: Players use the “Scramble” format of play to putt to letters 12 and form words that begin with all of the letters 12 in the alphabet (or a selection of letters 12 according to a lesson or brand-related word). Players may putt until they can spell a word; this opens play to steals and bogey-penalties for unused balls 20 left on the field.

Game: Words/Par (vocabulary and word-learning game)

Words/Par utilizes a series of words, often selected deliberately for learning applications, and an unweighted field. Players get a list of related words, which are assigned par values according to their letter 12 lengths and presented as the holes of a course. Players try to spell the words on the board to par/in as few total strokes as possible. Scoring is by total strokes over par in series of words (stroke play) or playing to win each word (match-play).

In learning and training situations, Mullies 22 can be won by players for knowing information about each of the “holes” (words/terms). In putting-focused training, the field-weighting can be used to shift a player's distance-priority targets.

“A” Variation: Stable ‘word’ (pun on Stableford) applies the weighted field and rewards players for distance-control, requiring that players rethink their strategies to maximize their best efforts in their strongest scenarios.

Game: Laurel and Hardy

In this unweighted, to-par game, the board is divided into three sections 30 (symmetrical or otherwise). A word is selected, and both sides try to spell the word without putting into the same section 30 consecutively. Scoring is based on word length to-par and penalties for zone violations; variations may include aggressive and simultaneous play, if the surface permits safely.

Game: Pick a Card

What Else You'll Need: a deck of cards

One side draws a card 14 and putts either

-   -   a number of balls 20 equivalent to the face value of the drawn         card, which the side will then use to spell words and score         points,     -   or to identify and spell a word with a letter 12 length that         corresponds to the face value of the drawn card 14.

Game: Test Match

An intense game, intended, ideally, for teams in lane-play or remote-competition venues, teams of players work with one dozen balls 20 into the field, attempting to make words out of the letters 12 they claim. When a player arranges letters 12 to spell a word, the player so indicates; points are recorded for the word, and the team removes ONLY those balls 20 from the field to continue play. A side's turn ends when a point total has been achieved Scoring is based on a combination of total strokes played, points scored and rounds played, as well as penalties for balls 20 left on the field.

Game: Land Grab Go

What else you'll need to play this game: markers, like poker chips, distinctly patterned card decks or cardstock (50 cards per side).

Players putt and spell to join five squares vertically, horizontally, or diagonally by putting to spell base-words and then adding prefixes or suffixes to lengthen the base-word and claim letter-squares on the playing field. Once the team identifies a base word, if a teammate can find an adjacent letters 12 that would help spell a prefix or suffix, the team may play a card onto that square to “claim” it, as well as the remaining letters 12 of the word extension from anywhere on the playing field.

Example: one side putts to collect letters 12 that spell the base word ACT. A teammate on the side notices a letter “O” adjacent to the “C” their team's ball 20 rests on. It registers to the player that “I-O-N” spells the word ACTION, so the player calls out, “ACTION,” and plays team cards onto the adjacent “O,” and then onto an “I” and an “N” elsewhere on the field. Play carries on in the round until the team has played its allotment of balls 20 (3 to 12) per turn.

Steals (or turnovers) may occur when: a team claims open letter-spaces that touch adjacent edges of a square controlled by an opponent. A team may steal this square by placing their card on top of the opponent's card; after a team completes its turn, an opponent can identify a letter in a word-extender and claim it and its additional letters 12 on the field; and if a ball 20 is deflected off the field and/or into the gutter, it is considered out of play until the match is completed. The letter it gained, as well as any adjacent letters 12, is deducted from the point score.

Letters 12 that have been played may not be replayed, only captured; these squares are hazards or out of play until steals or the game is done. Play carries on until no one/team in the round can find a play, a team loses all of its balls 20 out of play, or a score is not posted by either side in consecutive turns.

Scoring is based on points for most putted/claimed/stolen letters 12, optional penalties, and total score. Conventionally weighting the field (increase weight with increased distance) significantly clarifies the tactics of the game, so non-linear field weighting is recommended.

Game: Bard's fishin' hole

This game pools team players' word-building knowledge to build their scores. Each team receives a root-word or two- to three-letter combination, such as act or do. Players brainstorm and record words that derive from or just use these pieces:

-   -   for do . . . done, doing, did; hairdo, docile, docility,         dodecahedron/al, doughnut, etc.     -   for act . . . action, react, reaction, reactionary, enactment,         actuary, actual, actually, etc.

Players then take turns to putt out as many words from the list, marking them off as they do and counting the number of strokes per each effort. Points are awarded for most total unique words in a team's pool; most words per letter-length category; longest word; strokes taken total/per word/per letter.

Game: Ladder Games

In these games players get up to 12 golf balls 20 per turn to spell a word using prior putt lengths as limitations. These games travel up the field with increasing putting length or start at the far end and carry on with shorter and shorter putts . . . even including staggers in places. Justa keepit interstin' . . .

“A” Variation: Speed. Players try to spell the word for a given round, each attempting to spell out the word successfully in as few visits as possible. A turn is done when a player completes the task or runs out of golf balls 20. Putts that miss a target do not cost a player's turn unless they also fail to progress the player accordingly across the field.

“B” Variation: alternating shot. Sides alternate shots, each trying to progress up or down the field according to pattern. Players may either use their shots to advance their own progress or to thwart competitor progress strategies, accelerate.

“C” Variation: Thrust. In this variation, a distance foul is penalized by an additional push up the field of a number of rows 46, hastening and closing the remaining playable field to complete spelling of the word.

“D” Variation: the Stall. Each team picks one or more rows 46 as “snag” rows—if an opponent's ball 20 should come to rest on a snag row 46, then they must successfully putt a given number of times on that same row 46 before being able to continue up the board.

Points can also be awarded for: shortest or longest total travel between putts; fewest total strokes/penalties to complete; shortest time plus penalties. These games are quick, head to head style games that can be played as a series. It's good to have a timer for this game, too.

Game: UPWords

Players bid on how long a word they/their teammates can spell with Mullies 22 and Wilds to assist. Once one team issues the dare, the opponent then must putt that length of word successfully. If unsuccessful, opposition may attempt to do so to steal the round.

“A” Variation: Weighting the field allows an optional challenge, where opponents may try to putt the word with a higher or lower point value.

Alternatively, PUTT FOR DOUGH™ Casino Lanes games adapt from popular card games. In lieu of alphabet letters 12 and rules of spelling and word structures, the field is adorned with the 52 cards 14 of a standard playing deck, and players must regard the rules of play and associated gambling. Additionally, PUTT FOR DOUGH™ games also include the elements of wagering and either applies point scores to or replaces them directly with currency values. These distinguish PUTT FOR DOUGH™ from its progenitor, GOLFWORDS™, while adapting the same categories of challenges to promote play-based and cross-disciplinary learning.

The following games are designed for play on the PUTT FOR DOUGH™ “Casino” Lane's layout. In all the Putt for Dough Lane games, any ball 20 that is putted off the field and into a gutter results in a player going “bust” for that turn, ending the turn and forcing a loss of any wagers in play at the time.

Wild cards in PUTT FOR DOUGH™

Players may designate cards as “wild” (assignable by the player) on the field either by declaration, making all such cards presented on the field into “wild” spaces, or by placing rings 24 in the field to highlight fewer, specific cards on the field.

Game: High Hand

What else you will need: chips or PUTT FOR DOUGH™ “Bank currency”. Players putt a given number of balls 20 to the card-symbols and try to create the highest hand OR the highest point value (or both) in that round, also called a “hand.” Players play against each other in either or both of these categories, and may place further “wagers” on their play against opponents.

Game: 21, or Puttjack

These variations on the game of blackjack involve playing against a “house hand.” The game begins with each side placing their bets on their efforts and then putting two balls 20 onto the field, resulting in two cards “in hand.” The “dealer” for the round then putts one ball 20 out to the field to identify the house's show card. Players may then raise their wagers before the dealer draws another card to determine the “18 line.”

Once the 18 line is determined, players take extra putts as needed to improve their hands without going over 21 (bust). The dealer then putts to best the counts of the players in the hand, and adjusts the bank and players' chips according to outcomes.

“A” Variation: the Dealer's role may rely more, or entirely, on drawing cards.

“B” Variation: players may either begin by drawing a card and then putting to improve their hands or by putting first, then drawing a card, and then putting again to build their hands . . . but when they putt after drawing a card, they also have to respect the 18 line.

The 18 line is the number—one to ten, determined by the face value of the card the dealer draws—of rows 46 from the baseline before a card is in play when the dealer is putting to improve a house-count of 18 or higher.

Game: Texas Hold 'em

This game can be either really fast or really slow, depending on how you . . . play your cards.

“A” Variation: Players ante and then each putt two balls 20 to determine their hold cards. Players then await the flop, wager or fold, and follow suit (another pun! I'm not even trying!!) betting on the Turn and the River.

“B” Variation: Each player antes and is dealt two cards for hold cards. Flop, River, and Turn are putted (five balls 20 total) either by a “dealer,” by one or more players, or some combination thereof. Players make wagers accordingly until showdown.

“C” Variation: Players play a hand of Hold 'em to determine a winner. All players then try to putt to the winning hand on the weighted field in order to best the winner of the poker hand and steal or share the pot.

Reference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” or “an embodiment”, or the like, means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” or “in an embodiment”, or the like, in places throughout the specification are not necessarily all referring to the same embodiment.

Further, the particular features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. Thus, the particular features, structures, or characteristics illustrated or described in connection with one embodiment may be combined, in whole or in part, with the features structures, or characteristics of one or more other embodiments without limitation given that such combination is not illogical or non-functional. Although numerous embodiments of this invention have been described above with a certain degree of particularity, those skilled in the art could make numerous alterations to the disclosed embodiments without departing from the spirit or scope of this disclosure.

All directional references (e.g., plus, minus, upper, lower, upward, downward, left, right, leftward, rightward, top, bottom, above, below, vertical, horizontal, clockwise, and counterclockwise) are only used for identification purposes to aid the reader's understanding of the present disclosure, and do not create limitations, particularly as to the position, orientation, or use of the any aspect of the disclosure.

As used herein, the phrased “configured to,” “configured for,” and similar phrases indicate that the subject device, apparatus, or system is designed and/or constructed (e.g., through appropriate hardware, software, and/or components) to fulfill one or more specific object purposes, not that the subject device, apparatus, or system is merely capable of performing the object purpose. Joinder references (e.g., attached, coupled, connected, and the like) are to be construed broadly and may include intermediate members between a connection of elements and relative movement between elements. As such, joinder references do not necessarily infer that two elements are directly connected and in fixed relation to each other. It is intended that all matter contained in the above description or shown in the accompanying drawings shall be interpreted as illustrative only and not limiting. Changes in detail or structure may be made without departing from the spirit of the invention as defined in the appended claims.

Any patent, publication, or other disclosure material, in whole or in part, that is said to be incorporated by reference herein is incorporated herein only to the extent that the incorporated materials does not conflict with existing definitions, statements, or other disclosure material set forth in this disclosure. As such, and to the extent necessary, the disclosure as explicitly set forth herein supersedes any conflicting material incorporated herein by reference. Any material, or portion thereof, that is said to be incorporated by reference herein, but which conflicts with existing definitions, statements, or other disclosure material set forth herein will only be incorporated to the extent that no conflict arises between that incorporated material and the existing disclosure material. 

What is claimed:
 1. A golf putting system for increasing golf putting acumen, comprising: a golf putting mat, said golf putting mat manufactured from a carpet-like material, said golf putting mat being transportable and having a top side and a backing, such that said backing can be placed onto the top of existing surfaces to prevent slipping of the mat from the existing surfaces; said golf putting mat comprising a layout made up of a plurality of targets located on the top side, wherein each of the plurality of targets has a separation from the remaining plurality of targets, said separation sized and located on said top side of said golf putting mat such that a golf ball can rest inside said separation to distinguish one of the plurality of targets from the others; at least one metal ring, said at least one metal ring configured to be located inside said separation to further distinguish said one of the plurality of targets from the others; at least one value indicator, said at least one value indicator configured to be placed on the side of the golf putting matt, said at least one value indicator to be associated with a row made up of at least two of said plurality of targets, said at least one value indicator used to increase a score during a game; wherein, a player uses said system to increase golf putting acumen by putting a golf ball on said golf putting mat into a separation to score points in the game.
 2. The golf putting system for increasing golf putting acumen of claim 1, wherein each of said plurality of targets comprises a single letter of the alphabet.
 3. The golf putting system for increasing golf putting acumen of claim 2, wherein to score points in the game the player spells a word by putting multiple golf balls, with each putted golf ball landing on a letter in order of the word spelled.
 4. The golf putting system for increasing golf putting acumen of claim 1, wherein each of said plurality of targets comprises a single playing card.
 5. The golf putting system for increasing golf putting acumen of claim 4, wherein to score points in the game the player creates a poker hand, with each putted golf ball landing on a different playing card.
 6. The golf putting system for increasing golf putting acumen of claim 1, wherein said a separation from the remaining plurality of targets comprises a plurality of solid lines.
 7. The golf putting system for increasing golf putting acumen of claim 6, wherein said plurality of solid lines comprise a rectangle.
 8. The golf putting system for increasing golf putting acumen of claim 6, wherein said plurality of solid lines comprise a square.
 9. The golf putting system for increasing golf putting acumen of claim 6, wherein said plurality of solid lines comprise a circle.
 10. The golf putting system for increasing golf putting acumen of claim 1, wherein said a separation from the remaining plurality of targets comprises a different color on the golf putting mat. 